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crosstantine

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  1. Thanks for your quick reply, I think I'm in the correct path now,
  2. Oh Great Jan, thanks... I will test it. If I understood it well, you use PVR as emulation, but when you are going to ship your product you don't have PVR linked to your code (using .h and proprietary implementations for the initialization?) if that's correct, how did you manage the user events (touch, clicks, etc?) to be platform agnostic?
  3. [quote name='MartinsM' timestamp='1308152615' post='4823657'] Full featured emulator like you are talking about (and what is provided together with Android SDK) is very complex software and I doubt anyone has made such for OpenGL ES 2.0. These emulators just emulate OpenGL ES 2.0 API, nothing else. [/quote] Nice to know that, I will start to try these emulators starting with the recommended "angle project", thanks.
  4. [quote name='MartinsM' timestamp='1308150617' post='4823635'] There are a lot of OpenGL ES 2.0 emulators available: [url="http://www.imgtec.com/powervr/insider/sdk/KhronosOpenGLES2xSGX.asp"]http://www.imgtec.co...enGLES2xSGX.asp[/url] [url="http://www.malideveloper.com/developer-resources/tools/opengl-es-20-emulator.php"]http://www.malidevel...20-emulator.php[/url] [url="http://developer.qualcomm.com/showcase/adreno-sdk"]http://developer.qua...case/adreno-sdk[/url] [url="http://developer.nvidia.com/tegra-resources"]http://developer.nvi...tegra-resources[/url] Each of them supports their hardware specific features (like DXTC for Tegra, or PVRTC for PoverVR). Also there is option to use Angle project from Google: [url="http://code.google.com/p/angleproject/"]http://code.google.com/p/angleproject/[/url] It actually emulates OpenGL ES 2.0 on top of DirectX 9. Those emulators above emulates OGLES through regular desktop OpenGL. I myself like Angle project "emulation" the most, because I can access full source and examine some implementation detail if I need more information. [/quote] Great reply, thanks MartinsM, I saw the mali emulator, but what I didn't like is the idea of recompiling the code using their emulator libraries mainly because most of this kind of solution does not ensure the code will run in the real hardware, if you need to recompile your solution is still an emulation? or is just a layer to run a code on another platform? I think the main purpose of an emulation is to provide an environment where you could safely test your application and ensure it will run on the target platform that the emulation is target to. Maybe I'm too skeptical because I had some hard time with emulators in the past (not android emulators) I will check the other links as well, I'm wondering if you worked with some of them and have some feedback about their pros and cons.
  5. Backing to the point of the thread, what emulator for GL ES do you recomend? the one that comes with android sdk does not support OpenGL ES 2 and shows a beatiful "force to close" message. I see that imgtec has an emulator named PVRVFrame did you use it? is it free?
  6. Thanks for the replies, Jan thanks for the link I will give it a look, but I'm the kind of programmer that likes to build his own frameworks and only use free ones (not because the commercial aren't any good, it's because I don't like to be tied to any major change on some little company... that happens very ofter these days, a good idea is bought by a monster company and change the rules and you get into a trouble in the middle) Bregma, thanks also for your reply, I'm thinking to use some kind of framework like freeglut, glfw or something like that, did you use them to achieve portability? I don't know if one of those are ported successfully to iphone and android, most of them works on apple, windows and linux, but they dont say anything about mobile market, does anyone knows if there's a portability layer (like the ones I mentioned or others) to do an abstraction of the initialization and events models? (also, destruction, etc etc)
  7. Hi Dunge and thanks for your reply, as far as I understood Objective-C can call libraries made in plain C, is that false? I misunderstood this point? What I was thinking it could be a good approach to do a multiplatform game (android and iphone) will be to create a component to manage all the OpenGL details and create the application using the language according to the platform, that way the events from each device will be forwarded to the library to be manage in an standard way, most of the game logic will be in a dll and all the graphic management will be in another one... this is what I'm thinking: [code] -------------------- | App in iPhone | | Objective - C |---------| -------------------- | |--------------------| |----------------| |----> | Common Component |----> | OpenGL pure | -------------------- | | Application Logic | | c and c++ code | | App in Android | | | and Input wrappers | | "game engine" | | Java |---------| |--------------------| |----------------| -------------------- [/code] [font="Courier New"][font="arial, verdana, tahoma, sans-serif"] [/font][/font] [font="Courier New"][font="arial, verdana, tahoma, sans-serif"]The first layer will be written in java or objective-c based on the platform requirements and the other two components will be written in plain c and compiled to be used as static or dynamic libraries, am I missing something? should I create two different applications both written to the target platform? (I already have an desktop application running on windows, linux and Mac and this was my approach to them, it worked very nice but I used Qt for the presentation layer to avoid the rewriting and all the logic rest in libraries that could be recompiled without any painful refactoring.)[/font][/font][/font][/font]
  8. Hi all, and thanks in advance for your help, I spend several hours trying to run the hellogl inside the Android emulator that comes with the SDK, I was pulling my hair (and believe me... I've a lot!) and always got the f..ng message that the application exploted and was forced to close... I started to debug and it did not explote... it worked!!!, but still got the error inside the emulator, then I search and found in some forum that Android emulator does not support OpenGL ES 2.0, got the apk uploaded it on my phone, and voila!!! it worked... (it's frustrating too waste time like this) Here's the question... if I cannot test my applications in a "save" environment, how can I develop and debug a game to be deployed on an android phone? I found that [url="http://www.malideveloper.com/developer-resources/tools/opengl-es-20-emulator.php"]http://www.malideveloper.com/developer-resources/tools/opengl-es-20-emulator.php[/url] has an opengl emulator but its crappy to recompile your application to test it under this emulator, isn't it? I'm thinking the best way should be to create the game for desktop platform with the OpenGL ES restrictions using OpenGL (as far as OpenGL ES is a subset of OpenGL) and then refactor the code to run on an Android, but I think there should be a better way to do this, As usual, thanks in advance for sharing your knowledge with newbies like me Note: Why I'm using OpenGL ES from C code?, because I want to deploy my game on iphone too, and I think it will be better if I create all the "engine" of the game in plain C as a library and then wrap the input devices using some classes for each platform.
  9. thanks for the links, they're priceless, the common mistakes is really a very nice link to have in my bookmarks I think it will save me tons of hours trying to figure out what I did wrong (mainly when you check a tutorial and everything is exactly as the tutorial but you still get the error).
  10. As usual, thanks for all your opinions around this subject, I've been educating myself in order to understand some of the advices, now that I read a little bit I got some of your points, As I said before I will start with OpenGL mainly because I'm targeting my 2nd game to android and/or iphone, and both use OpenGL as core graphics API, It's a little bit overwhelming that most of the tutorials I found are very old... 2005 or older, and most of the tutorials I found about OpenGL ES are written from people who read someone else tutorials and made a new one... with a LOT of mistakes and misleadings, I also looked around and found a lot of books with the same copycat techniques... the documentation found at OpenGL.org is a little bit cryptic and not newbie friendly, The other thing that was "funny" (lack of a better term) is that the OpenGL ES samples does not run within the emulator provided with Android SDK, after several hours of changing the code and putting some debug messages (and loosing some hairs) I found a forum which claims that emulator does not support OpenGL ES... what a mess... how can I create a game that I need to deploy at my phone every time I need a test? is there a way to create an API abstraction layer to run code in OpenGL at desktop and then port it to OpenGL ES without rewriting all the code again? Do you have a GOOD tutorial, a proven tutorial that has a NEHE like experience but with a newer versions of OpenGL? Thanks for your support.
  11. that really hit something important, didn't know that SDL is not hardware accelerated, I read that SDL 1.3 will use DirectX under the hood to get advantange of the hardware acceleration provided by DirectX but I thought they were talking about using the drivers provided to DirectX (which seems to be better than the OpenGL's) but did not realize that SDL 1.2 was not hardware accelerated, why is that? OpenGL is hardware accelerated too right?
  12. I'm just a beginner but I also have been thinking about this for a while, and the easier and better way to achieve this will be to redirect the group to a virtual server (VM Ware or something like that) that will avoid any sharing of resources and will get the group isolated, you can have as many VMs as you can hold in your machine, and VMWare server does this very well... ok that's if you have the money and you will get some from your players, every server will have an IP and you will get all the players happy. The second way that comes to my mind it's to create a fork (that will be a separate process in your machine) and giving it a new port address to receive the new calls, that will be very easy to create, but you could have some problems if one instances blocks or get too many resources, the other one will reflect the problems in the first (due to the shared resources). I think this problem is not as hard as others, but I'm a newbie on game development, so maybe I'm wrong and this is a big problem to solve.
  13. Thanks for sharing your knowledge with me, basically that's what I thought, OpenGL worth the try and I will start with it, actually I'm using SDL which will bring a little bit of abstraction over OpenGL (and it will use the DirectX advantages in windows, or that's what I understood from some posts I read about SDL), that way I can start my developments faster and with less pain . Eventually I will need to use OpenGL directly and start to try DirectX if I want to be a game deverloper that could manage to stay in business.
  14. Thanks for your fast reply PropheticEdge, I realized that OpenGL is not a learning library as it's very powerful and complex for a none skilled developer, but I labeled as "learning" because as far as I can see most of the people use it to do some experiments and small games, but when the people comes to the big games they changed to DirectX, I'm trying to wonder why is that, as far as I can read OpenGL is easier to learn than directx because it abstracts the hardware interaction and with DirectX you need to handle a lot of things that OpenGL does for you, From my gamer experience I found that OpenGL is far slower than DirectX but I blame the dedication that developers tend to give to DirectX because it's the higher seller, and OpenGL is for some geeks that play on weird platforms like linux (I'm this kind of geek that's why I started with OpenGL). Sorry I now realized that I expressed my point wrong, XNA and DirectX are not the same thing, but are propietary and not multiplatform also it's one of the Microsoft's tentacles. PropheticEdge, if someone ask you to create a new game will you take DirectX or OpenGL for that? in either case why will you choose that one over the other, I know it could be a tricky and long answer but I'm trying to understand why, if OpenGL is that good and offers multiplarform, most of developers goes to a complicated-propietary API.
  15. I'm starting with the game development path, I've a very good background in programming (C++, Java, C#, etc etc), not an expert but I'm sure I could manage most of them pretty good, and I'm starting right now with SDL and I'm very happy with the results, but I stopped to watch if there's a serious game development using OpenGL and found that OpenGL is used mainly as "learning" library, and some maths work, I consider myself an Open Source lover and always try to enforce the multiple platform support in my developments, but I'm finding that the people say: "if you want to create serious game development stick with DirectX and XNA (Same thing)", that means that the game development future for apple, linux or others (based on OpenGL) is extinct? Is it worthless to learn OpenGL if you will end up with DirectX anyway? What about Android and iOS that are OpenGL based, are they planning to move to DirectX in the future (don't think so, but it's pretty strange that OpenGL has no really big plans for the future)? I'm aware that this topic is going to be one of those topics where some people pull in one way while others pull to the other side of the rope, but I dont want to put all the eggs on the same basket and waste time. Thanks for your answers.